Posted by : Unknown
Minggu, 26 Juni 2016
vUsing ICT to
Inspire and Engage
Inspiration is one key ingredients for creativity.
Sometime it has a short-term effect but it can also be the slow- burning fuel
or artistic endeavors that last for years.
By contrast engagement is short-term – it’s what holds
attention of a class during a lesson, with those unmistakable or task-symptoms
of focus, rapt listening and energetic responses to teacher instruction. Once a
class is engaged, the process teaching becomes one of steering rather than
driving guiding rather than motivating. Inspiration and engagement are linked
one fosters the others.
In this regard , from their first introduction into
classroom as teaching tools , computer have been useful. They seemed to carry
with them an immediate guarantee engagement .A fractious, bored class suddenly
became keen. The symptoms looked
familiar too. With all the appearance of real engagement.
However, although
the symptoms seem. We need to be a quite critical of the apparent
engagement afforded by ICT in the English classroom. We need to be able to
discern the difference between enthusiasm for the technology ( quite
unrelated to the content of the activity
) and real intellectual engagement with the content of the lesson.
The truth is that corpus linguistics researcher have
developed extremely powerful analytical tools for us , and if we to make any
prediction about the future , their influence in education is set to grow
exponentially –not just to empower teachers , but also to inspire and motivate
learners. Inspiration is a much tougher test for the use of ICT.
In this chapter we want to maintain a critical stance
while suggesting some genuinely inspirational approaches . They have the
advantages of ensuring engagement too.
vHow can ICT help
to inspire and engage
The trick, as implied in the introduction to this chapter
is to focus on the content and the activity rather than the technology . The
aim should be to find applications that have the greatest intellectual impact –
without the upstaging effect of distracting and ultimately irrelevant digital
packaging.
This chapter will explore the use of random function
effects applied to English – electronic ‘dice throwing’ since the introduction
of computers to the classroom, it has proved to be very fruitful source of
novel approaches
The first program for English that used random functions
was a little activity designed by Anita striker for the BBC ‘B’ machine ,
called wordplay you typed in four lists of word sorted by word class ,
Specified the order that these classes would appear and then the program would
generate random combinations of words to that recipe in the form of little
‘poems’ it a word was misplaced ( an adjective in the verb list ) then it would
sound wrong when it appeared –so you would go back to the source list and edit
away until the program produced valid results. Often what was produced had an
unexpected quality , frequently delightful – surprising images generated by the
accidental confrontation of word with word.
Using a computer to drive the activity has several
advantages
-
Speed
-
Richness of the input list
-
Ability to alter the input recipe easily
, to change the pattern on words
-
Ability to manipulate , edit , and save
the results
-
Ability to print
-
Ability to mark and map each word class
with a colored background
So there have been
a number of experiments with random function for English in school A brief
history of runs like this:
-
Anita Strikers wordplay
-
Michael green story starter fruit
machine (produced by actis)
-
Word spin (produced by actis)
-
Word whiz (produced by Teachit)
v The Story Starter Fruit Machine by Michael Green.
The player is presented
with the familiar four wheels of classic fruit machine. Above wheels there are
four yellow buttons representing four story genres; Horror; science fiction;
Real Life; Romance. A player can select or de select these buttons to procedure
a story recipe. The ingredient can all come from one genre, or if a combination
of genres is selected, the result is a random mixture. The four wheels
represent four key components of a narrative.Who (main character),
Where (location), Why(quest or problem),What(key item).
When the big PLAY
button is pressed all the four wheels spin showing words instead of the little
usual colored symbols. If a player doesn’t like the outcome, it is possible to
spin the wheels against: Hold or Nudge one of the wheels. Finally the player
clicks on Collect and program procedure the recipe.
Example

When I first saw
Michael’s application I was amused and felt drawn to play with the
combinations, but privately that it was a bit trivial. I had no idea how
powerful this little program was until I tried it out in a live lesson on hot
Saturday afternoon in Ron corn city Learning Center.
Why do such activities
achieve this effect? I believe it is partly the puzzle effect. If we are
presented with a range of random element and challenged to combine them into a
coherent story, we find ourselves engaged in the whole process of narrative
construction. Instead of the daunting blank sheet we have a scaffold to work
on. The actual input from the computer is minimal the effect is to generate
maximum mental and intellectual activity . contrast this with the sensory boom
bombardment of some multimedia programs and the comparatively poor creative
activity they generate.
v Teachit’s Wordwhiz

Developed by Apogee Software
Productions and published by Apogee Software Productions, Word Whiz is a
educational game revolving around foreign language, reading / writing, It was
published in 1990 and Word Whiz is a word challenge game that can measure your
knowledge of the English language. You must pick the right synonym or
definition of the highlighted word from four multiple choices. There are
hundred words presented per volume, with a total of four volumes. You can
continue playing until you miss twenty questions. And flash application of Word Whiz is available to
Teachit subscribers. At the very least it is a marvelous way of allowing
students to “play” with grammatical structures in an experimental fashion. In
so doing, word classes that have been learnt as definitions (a noun is a naming
word) begin to be part of a language logic- they start to make sense. Word whiz
allows you to copy the output to a word processor for final editing.
There are three variations to play
with (the current version does not give use-access to the world lists that
drive the program) :
-
Insult Whiz
-
Haiku Whiz
-
Title Whiz
Insult Whiz is
loaded with compilation of Shakespeare’s most insulting vocabulary. if you want
to you can use six or seven adjectives in front of the noun, you can try
adjectives on their own, you can build a crescendo of insult, or inject a
stinging ‘last word’.

Pressing the orange ‘Whiz’ button generate the randomized utterance.

Press Whiz again a completely new insult. Click ‘edit’ to
change the template :

Haiku Whiz
takes the whole game up to its ultimate expression – not only do you have to
arrange the word classes to make sense, you also have to count syllables .

The result are frequently bizarre, but often surprisingly
lyrical.

The word classes are color-coded, so you can see their
position and influence .

If you like a word, or a series of words, you can see
freeze them by clicking on them. When you click Whiz everything spins except
the frozen words . Thus, progressively you can work towards a form that you
like.

In class this can be done using an interactive
whiteboard, and each selection can be discussed. the kind of talk that helps
verbal develops students’ ability to edit their own work.
Title Whiz,
The inspiration for title whiz was the strong set of word patterns found in
books titles, some authors exploit this feature, they use the same formula for
each new book and endeavor to make a particular pattern their own. Simply
select a genre (children's stories, fantasies or thrillers), and a new title
will be created.
To crease the Title Whiz, almost 20,000 fantasy and
thriller titles and over 8000 from children’s books were collected. Sifted and
sorted, isolating the most common patterns. The classic three-word title (‘the’
followed by a qualifying word and a main word) proved to be most frequent, and
other forms are often variations on this. Other patterns were interesting,
although for simplicity’s sake they were not included. The three-word pattern
is so strong that is perfectly possible to create titles that ‘work’ by a
random process. Bizarre combinations that can be used to stimulate and
encourage imaginative work occur, especially if the class is built up to the
task step by step.
There are three very extensive word lists to play with,
covering children’s book titles, fantasy book titles and thriller titles


If
we arrange the tiles in four rows, we can explore all the permutations
simultaneously. Word a performs like an adjective and cannot be used on its
own. We can try two forms without the article.
·
The, Word A,
Word B.
·
World A, Word B.
·
The, Word B.
·
Word B

The outcome is the ideal ICT lesson – minimal (but very
clever) ICT input with maximum engagement and inspirations form pupils. The
program will generate a random title each time you click Whiz.
Clicking copy, adds a copy of the current title to the
clipboard. When you have finished. Simply go into a word processor and select
paste and all the titles you have copied in the session will be up on screen.
To speed things up, you can create more than one title at a time, as shown.
This will give you multiple titles to choose from each time.
1. Drag tiles onto
screen.
2. Arrange tiles as
shown. Click whiz.
3. Click copy.
4. Click Whiz as many
times as you choose.
5. Click copy to keep a
record of the whiz. Paste the result into word.
6. Click edit to return
to the arranging screen.
If you like part of a title. Click on the relevant tiles
to ‘freeze’ the words and then Whiz again. Everything expect the frozen tiles
will spin.